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authorCharles Pigott <charlespigott@googlemail.com>2019-12-31 12:43:18 +0000
committerCharles Pigott <charlespigott@googlemail.com>2020-01-05 20:51:45 +0000
commitab9042145e429be254ae1ff8a486c98f9b850fe7 (patch)
tree81f1e5c9654c476b08e66ff170ecc3a5eda2bbf5 /src/tunnelbridge_cmd.cpp
parentd1cead7f251e09e572c73130bad601f7d991ecc6 (diff)
downloadopenttd-ab9042145e429be254ae1ff8a486c98f9b850fe7.tar.xz
Fix #6667: Also recalculate bridge costs for 'spectated' AI companies
Diffstat (limited to 'src/tunnelbridge_cmd.cpp')
-rw-r--r--src/tunnelbridge_cmd.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp
index 00c362e77..9023ea223 100644
--- a/src/tunnelbridge_cmd.cpp
+++ b/src/tunnelbridge_cmd.cpp
@@ -551,12 +551,12 @@ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, u
YapfNotifyTrackLayoutChange(tile_start, track);
}
- /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
- * It's unnecessary to execute this command every time for every bridge. So it is done only
- * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
- */
+ /* Human players that build bridges get a selection to choose from (DC_QUERY_COST)
+ * It's unnecessary to execute this command every time for every bridge.
+ * So it is done only for humans and cost is computed in bridge_gui.cpp.
+ * For (non-spectated) AI, Towns this has to be of course calculated. */
Company *c = Company::GetIfValid(company);
- if (!(flags & DC_QUERY_COST) || (c != nullptr && c->is_ai)) {
+ if (!(flags & DC_QUERY_COST) || (c != nullptr && c->is_ai && company != _local_company)) {
bridge_len += 2; // begin and end tiles/ramps
switch (transport_type) {